0.4 - An Entangling Past
Players start in a hovel hideout SE of Cross Bark Logging site. They are chasing down a wanted man for inciting panic and heresy back in Sun's Reach.
This wanted man is Dolgos Ebarath- Triton native to Isfeljor. Started the Keepers. Born 122. Currently aged 178 years old. That's 30 years older than the oldest known person. He's crazy; having a mix of ice and nature tax.
They will likely be uncertain what they are doing. If they ask, an extra NPC Enforcer Slayer will very confusedly let them know the target was recently here, so they can't be far away. The Slayer will offer to stay guard, in case the target comes back. 2 others will also stay to investigate and catch up later (Brandi and Devon).
If players inspect their outfits, they will see their insignias are modern Paritet. They also seem a bit dirty. What rank? Ryan- Aligner. Pretty high and serious rank. Everyone else is also wearing a Enforcer Slayer insignia.
There will be a couple bodies outside the hovel. One firbolg, one human. They were protecting Dolgos.
The hovel itself seems to be made mostly out of vines bent or possibly grown into a semi-dome shape with leaves and moss padding it.
The surrounding area is vibrantly green. there's the sound of calling birds and bugs. It's hot and humid, everything is moist. Lots of vegetation on the ground and soft loamy soil. Tall, thin, moss-covered trees with wrapping vines grow all around the small—very small—clearing.
Tracks leading SE further into the jungle. If they roll knowledge, they know it's dangerous. Monster attacks. Uneasiness. Poisonous mist. Getting lost is the biggest risk.
Players will run across his runic writing in the trunks, branches, and roots of trees as they go. Sanity check DC 20 to try and read it. "So as the others, life returns." "If they are not dead, neither are we." "My work never ends." "Started it, must continue the words." "Who else will write the words of the world?"
After a bit into the chase, there's a huge rumbling, the plants writhe, more vigorous—however that's possible. perpetual fog with an almost acrid scent will slowly roll in. Or is it seeping from the ground? The plants? They will have to camp or press into the night.
Either way, the growing sense of paranoia and anxiety increases throughout the night. Sanity save when they wake. DC 12. Fail = hearing whispers. How faint depends on how close to save. If they want to understand the whispers, Sanity check DC 20. Fail = whispers intensify.
They hear their target cry out. "She awakes! Haheheh!" He's not far; they can go just a bit further and see him standing atop a large root, hands raised out facing SE. He utters more stuff. "Can't kill life, can we?" "Ah, Natur, to see you again. Well, you'd eat me of course. 'Tis only right for what I did." He begins carving into the root, and will continue to try and do so throughout the chase.
As they continue, these effects intensify. They can feel the excess nature magic swirling around them, filling them with vigor. Everyone gets 5 temp HP.
Sun barely filters through the trees. They begin climbing and weaving through larger and larger roots until eventually there is more root than leafy canopy above them. Thorny vines and thickets writhe, slowly growing before their very eyes. Will occasionally need to fight back the vines. That poisonous fog lingers in the air. Con save DC or be poisoned. More earthquakes as vines and trees grow thicker—literally the ones already there just get thicker.
Vine/Thicket- difficult terrain. Each creature in them/same space must make a DC 15 Dex save beginning each of their turns or take 3 (1d6) piercing damage. Each 10 ft cube has AC 5, 30 HP, resist bludgeoning and piercing, vulnerability to fire damage, and immunity to psychic and thunder damage.
They can start to visible see the excess magic they feel in the air. Wisps of pale green dancing with a distorted film. Sanity save DC 14. Fail = seeing the area on fire, hearing distant screams, everything undulates like an ocean. When they speak, it is in Script. Also, all still get 5 more temp HP.
They catch Dolgos carving intensely into a very large root. He will resist capture, but not run, only keep trying to carve. He will keep babbling nonsense. They can try to interrogate him. Will take charisma checks of their choice. Plant-life activity intensifies. Thorns whip about. Roots being strangling around each other. Dolgos smiles, bittersweet. "This is how it should have been."
Deep roar in the distance. "Now comrades. Here we die at her hands, as we should have done all those years ago."
This wanted man is Dolgos Ebarath- Triton native to Isfeljor. Started the Keepers. Born 122. Currently aged 178 years old. That's 30 years older than the oldest known person. He's crazy; having a mix of ice and nature tax.
They will likely be uncertain what they are doing. If they ask, an extra NPC Enforcer Slayer will very confusedly let them know the target was recently here, so they can't be far away. The Slayer will offer to stay guard, in case the target comes back. 2 others will also stay to investigate and catch up later (Brandi and Devon).
If players inspect their outfits, they will see their insignias are modern Paritet. They also seem a bit dirty. What rank? Ryan- Aligner. Pretty high and serious rank. Everyone else is also wearing a Enforcer Slayer insignia.
There will be a couple bodies outside the hovel. One firbolg, one human. They were protecting Dolgos.
The hovel itself seems to be made mostly out of vines bent or possibly grown into a semi-dome shape with leaves and moss padding it.
The surrounding area is vibrantly green. there's the sound of calling birds and bugs. It's hot and humid, everything is moist. Lots of vegetation on the ground and soft loamy soil. Tall, thin, moss-covered trees with wrapping vines grow all around the small—very small—clearing.
Tracks leading SE further into the jungle. If they roll knowledge, they know it's dangerous. Monster attacks. Uneasiness. Poisonous mist. Getting lost is the biggest risk.
Players will run across his runic writing in the trunks, branches, and roots of trees as they go. Sanity check DC 20 to try and read it. "So as the others, life returns." "If they are not dead, neither are we." "My work never ends." "Started it, must continue the words." "Who else will write the words of the world?"
After a bit into the chase, there's a huge rumbling, the plants writhe, more vigorous—however that's possible. perpetual fog with an almost acrid scent will slowly roll in. Or is it seeping from the ground? The plants? They will have to camp or press into the night.
Either way, the growing sense of paranoia and anxiety increases throughout the night. Sanity save when they wake. DC 12. Fail = hearing whispers. How faint depends on how close to save. If they want to understand the whispers, Sanity check DC 20. Fail = whispers intensify.
They hear their target cry out. "She awakes! Haheheh!" He's not far; they can go just a bit further and see him standing atop a large root, hands raised out facing SE. He utters more stuff. "Can't kill life, can we?" "Ah, Natur, to see you again. Well, you'd eat me of course. 'Tis only right for what I did." He begins carving into the root, and will continue to try and do so throughout the chase.
As they continue, these effects intensify. They can feel the excess nature magic swirling around them, filling them with vigor. Everyone gets 5 temp HP.
Sun barely filters through the trees. They begin climbing and weaving through larger and larger roots until eventually there is more root than leafy canopy above them. Thorny vines and thickets writhe, slowly growing before their very eyes. Will occasionally need to fight back the vines. That poisonous fog lingers in the air. Con save DC or be poisoned. More earthquakes as vines and trees grow thicker—literally the ones already there just get thicker.
Vine/Thicket- difficult terrain. Each creature in them/same space must make a DC 15 Dex save beginning each of their turns or take 3 (1d6) piercing damage. Each 10 ft cube has AC 5, 30 HP, resist bludgeoning and piercing, vulnerability to fire damage, and immunity to psychic and thunder damage.
They can start to visible see the excess magic they feel in the air. Wisps of pale green dancing with a distorted film. Sanity save DC 14. Fail = seeing the area on fire, hearing distant screams, everything undulates like an ocean. When they speak, it is in Script. Also, all still get 5 more temp HP.
They catch Dolgos carving intensely into a very large root. He will resist capture, but not run, only keep trying to carve. He will keep babbling nonsense. They can try to interrogate him. Will take charisma checks of their choice. Plant-life activity intensifies. Thorns whip about. Roots being strangling around each other. Dolgos smiles, bittersweet. "This is how it should have been."
Deep roar in the distance. "Now comrades. Here we die at her hands, as we should have done all those years ago."
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